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Posts posted by Tonzag
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@Curtis HumphriesI will try to finde out what's going wrong
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@Lumber JacksonThanks for the hint! Already fixed it, maybe there will be a patch soon
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@Lumber JacksonNo, it's my mistake. I will fix it
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@Ambulate In SomnisAs it turned out, I'm an idiot. The simplest little thing that led to this error will be fixed in the next update
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@Ambulate In SomnisServer or solo game? What other mods have been used?
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@Vincent MorganAt the moment, the Kriegsmesser has 5.9 damage and the Pernach has 8.3 if I remember everything correctly. With these values, it takes 7 and 5 strokes to kill a nightmarish drifter, respectively. I am generally silent about the smaller guys.
The question is not whether Pernach is bad, but whether the Kriegsmesser is too good. According to my idea, one-and-a-half swords should beat slower, but so far it has not been possible to implement this.
As for iron weapons, so far I am trying to have many well-known samples presented from iron and above (Viking sword, Axe, Saber), however, something from the Renaissance era should be there.
So that these swords do not get too late, I have an idea to introduce a method of piece-made steel. However, everything that I have come up with so far is not good. One method is difficult to implement technically. The other is likely to displace the vanilla version.
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@Vincent MorganFirst of all, thank you for the detailed comment. Now in order about everything:
Many weapons are presented only in the steel version, because these samples represent a rather late era of the art of weapons. And therefore, according to my idea, they should be given to the player in a late game.
As for Sax, I want to expand its functionality. To be honest, I completely forgot that it can be used in crafting (i need to fix it, but it's a lot of work).
The damage values of the mace may be revised. I wanted to make it so that the DPS of different weapons is at a more or less equal level. The shorter the range, the greater the DPS. This is done so that there is no specific weapon that everyone would choose only for its effectiveness. Let beauty or rolleplay decide. However, it is possible to understand the correctness of certain decisions only by testing them in a real game. So it's great when players write their opinions
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@RussiaDamage values will be adjusted in the near future. When I initially set the damage parameters for my weapon, I made them close to the original long sword in order to maintain balance. I will do the same now
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1 hour ago, Michael Mehler said:
this error too 16.1.2022 14:27:51 [Warning] Failed resolving a blocks itemdrop or smeltedstack with code tonwexp:katzbalgerblade-iron in smithing recipe tonwexp:recipes/smithing/katzbalgerblade.json
Can you describe to me the conditions in which the error appears? And does it appear in a single-player game?
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6 hours ago, Michael Mehler said:
Hey, i became this error on my server.
16.1.2022 11:49:23 [Warning] Failed resolving crafting recipe ingredient with code tonwexp:gladius-blackbronze in Grid recipe
16.1.2022 11:49:23 [Error] Grid Recipe 'tonwexp:recipes/grid/gladius.json': Output Item code tonwexp:gladius-blackbronze cannot be resolved
16.1.2022 11:49:23 [Warning] Failed resolving crafting recipe ingredient with code tonwexp:gladius-iron in Grid recipe
16.1.2022 11:49:23 [Error] Grid Recipe 'tonwexp:recipes/grid/gladius.json': Output Item code tonwexp:gladius-iron cannot be resolved
16.1.2022 11:49:23 [Warning] Failed resolving crafting recipe ingredient with code tonwexp:gladius-meteoriciron in Grid recipe
16.1.2022 11:49:23 [Error] Grid Recipe 'tonwexp:recipes/grid/gladius.json': Output Item code tonwexp:gladius-meteoriciron cannot be resolved
16.1.2022 11:49:23 [Warning] Failed resolving crafting recipe ingredient with code tonwexp:gladius-steel in Grid recipe
16.1.2022 11:49:23 [Error] Grid Recipe 'tonwexp:recipes/grid/gladius.json': Output Item code tonwexp:gladius-steel cannot be resolved
16.1.2022 11:49:24 [Warning] Failed resolving crafting recipe ingredient with code tonwexp:mace-blackbronze in Grid recipe
16.1.2022 11:49:24 [Error] Grid Recipe 'tonwexp:recipes/grid/mace.json': Output Item code tonwexp:mace-blackbronze cannot be resolved
16.1.2022 11:49:24 [Warning] Failed resolving crafting recipe ingredient with code tonwexp:mace-meteoriciron in Grid recipe
16.1.2022 11:49:24 [Error] Grid Recipe 'tonwexp:recipes/grid/mace.json': Output Item code tonwexp:mace-meteoriciron cannot be resolved
16.1.2022 11:49:24 [Warning] Failed resolving crafting recipe ingredient with code tonwexp:mace-steel in Grid recipe
16.1.2022 11:49:24 [Error] Grid Recipe 'tonwexp:recipes/grid/mace.json': Output Item code tonwexp:mace-steel cannot be resolvedThis the mods i use: mod@AncientTools_V1.3.2.zip, mod@animalcages_v2.0.5.zip, mod@blacksmithname_v1.0.1.zip, mod@Cebby's Seeds.zip, mod@CottageWindows_v1.0.1.zip, mod@Craftables1.0.1.zip, mod@necessaries_v1.16.0-1.1.0.zip, mod@PrimitiveSurvival2.8.0.zip, mod@qptech1.6.2.zip, mod@spyglass_v0.4.2.zip, mod@ViesBlocks-VS1.16.0-v2.0.1.zip, mod@wildcraft-v1.1.0.zip, mod@zeekea_v1.16.0-1.6.0.zip, mod@alchemy1.5.5.zip, mod@DSDebarkedLogs_v1.16.0-1.0.4.zip, mod@FixHandbookClutter-v1.0.0.zip, mod@Lichen-v1.6.1-VS1.16.0.zip, mod@medievalexpansion-3.7.1.zip, mod@PlayerCorpse_v1.16.0-pre.8_v1.3.0.zip, mod@StonePathVariants-v1.0.2.zip, mod@VanillaVariants-v1.1.2.zip, mod@WoodChests-v1.0.1.zip, mod@xrowboat_0.0.1.zip, mod@AnvilMetalRecovery_V0.16-Release.zip, mod@bricklayers-0.8.0.zip, mod@Bullseye 2.2.4.zip, mod@AnMiTech_v1.0.6.zip, mod@TemporalTinkerer_v2.3.0.zip
I'll try to figure out what the problem is. However, I think I already know the solution "Fixed: Game crashing if two mods with the same mod id are in the mods folder" This line is from the new patch v1.16.1-rc.2, maybe it will fix it
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5 hours ago, Featherduster said:
Well heres a one of my crossbows I converted if I figured out the ranged weapon mod. Still have to learn texturing.
Wow its look prety good! You should keep working, especially if you know how to make it work. I'm a complete zero in programming
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10 hours ago, Featherduster said:
Might I post an inquiry into potential helping/ being with your mod?
Ive started converting some models I have to VS and would enjoy learning to mod, but im as green as they come, if not if you feel like me hucking models at you to play with let me know.I don't have enough time to implement all my ideas. However, I am ready to look at your models and add them if they strike me right in the heart.
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14 hours ago, Peter Sanderson said:
Has anyone tested this with 1.16.0 or are their any plans to update the mod?
thanksI'm already making the necessary changes and finishing a couple of things. Expect an update soon!
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@Hal13, I had an idea to make a decorative sword for crafting such a decor. But first of all I'd rather do something more useful
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@Hal13, I haven't planned gold or silver versions yet. I'm trying to claim some kind of historicity The rest is planned to one degree or another. I really want to implement a crossbow myself, but I have no idea how to make it work. If someone knows how to code such things, I will be glad of any help
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Greetings Vintarian!
Let me introduce to your attention Ancient Military Technology. If you are tired of the appearance of your vanilla sword, then you have come to the right place.
The mod adds a large number of different samples of ancient weapons and armor to the game. You can feel like a Viking, Samurai, landsknecht and even a Roman legionnaire. In the future, their number will only grow to represent as many epochs as possible. The development is taking quite small steps, but I hope that your patience will pay off.I'm pretty bad at programming, so if you find any errors, please let me know as soon as possible. I don't want to ruin the gameplay for you.
I want to thank macoto_hino for the Japanese translation. If anyone has a desire to help with translation into other languages, I will be very grateful.
Added full compatibility with the grindstone from the Necessaries mod!
Added content:
Mycenaean Sword
Gladius
SpoilerThe sword of the Roman legionaries. It is transitional between the Bronze and Iron Ages. He is considered the father of European swords.
Mace
SpoilerSax
SpoilerThe Carolingian Sword
SpoilerBattle axe
Saber
SpoilerBalanced weapon for delivering fast slashes.
Spear
SpoilerThe most common weapon in the history of mankind. With skillful use, it allows you to keep a distance from the enemy. You can still throw it, but it won't fly far
Steel age:
Kriegsmesser
SpoilerKatzbalger
SpoilerShort Renaissance arming sword. Signature blade of the Landsknecht
Flamberge
SpoilerKatana
SpoilerA blade without which it is impossible to imagine a Japanese Samurai. Well balanced for fast strikes
Added Armor:
The game already has a very beautiful armor, but I couldn't stop and also tried to do something decent.
Lorica Segmentata
SpoilerThe legendary armor of the Roman Legionnaires is now available to you!
Scutum
SpoilerTo complete the image of a Legionnaire, you need the right shield and here it is!
Nomad Armor
SpoilerIt is divided into two types. The light version is made of bronze lamellae and facilitates archery. The heavy option allows you to get good protection for a small amount of resources.
Do-maru
SpoilerTo feel like a samurai, you will have to go through the difficult path of creating this armor by repeating the ancient technology step by step. (although I had to simplify a little)
In the future I would like to add:
- Different wooden clubs for start your adventure
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Battle axes, including throwing axes -
Spears - Famous examples of weapons of the "steel age"
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Different historical types of armor
(If I can learn it )
Write your tips and suggestions. Thanks for your attention
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Ancient Military Technology (AnMiTech) v1.0.9
in Mod Releases
Posted
@PhyDoesStuffThank you for help! As soon I have enough time I will try to fix this little issue